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- /**
- *
- * Supersample Anti-Aliasing Render Pass
- *
- * @author bhouston / http://clara.io/
- *
- * This manual approach to SSAA re-renders the scene ones for each sample with camera jitter and accumulates the results.
- *
- * References: https://en.wikipedia.org/wiki/Supersampling
- *
- */
- THREE.SSAARenderPass = function ( scene, camera, clearColor, clearAlpha ) {
- THREE.Pass.call( this );
- this.scene = scene;
- this.camera = camera;
- this.sampleLevel = 4; // specified as n, where the number of samples is 2^n, so sampleLevel = 4, is 2^4 samples, 16.
- this.unbiased = true;
- // as we need to clear the buffer in this pass, clearColor must be set to something, defaults to black.
- this.clearColor = ( clearColor !== undefined ) ? clearColor : 0x000000;
- this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
- if ( THREE.CopyShader === undefined ) console.error( "THREE.SSAARenderPass relies on THREE.CopyShader" );
- var copyShader = THREE.CopyShader;
- this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
- this.copyMaterial = new THREE.ShaderMaterial( {
- uniforms: this.copyUniforms,
- vertexShader: copyShader.vertexShader,
- fragmentShader: copyShader.fragmentShader,
- premultipliedAlpha: true,
- transparent: true,
- blending: THREE.AdditiveBlending,
- depthTest: false,
- depthWrite: false
- } );
- this.camera2 = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
- this.scene2 = new THREE.Scene();
- this.quad2 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), this.copyMaterial );
- this.quad2.frustumCulled = false; // Avoid getting clipped
- this.scene2.add( this.quad2 );
- };
- THREE.SSAARenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
- constructor: THREE.SSAARenderPass,
- dispose: function() {
- if ( this.sampleRenderTarget ) {
- this.sampleRenderTarget.dispose();
- this.sampleRenderTarget = null;
- }
- },
- setSize: function ( width, height ) {
- if ( this.sampleRenderTarget ) this.sampleRenderTarget.setSize( width, height );
- },
- render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
- if ( ! this.sampleRenderTarget ) {
- this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height,
- { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat } );
- }
- var jitterOffsets = THREE.SSAARenderPass.JitterVectors[ Math.max( 0, Math.min( this.sampleLevel, 5 ) ) ];
- var autoClear = renderer.autoClear;
- renderer.autoClear = false;
- var oldClearColor = renderer.getClearColor().getHex();
- var oldClearAlpha = renderer.getClearAlpha();
- var baseSampleWeight = 1.0 / jitterOffsets.length;
- var roundingRange = 1 / 32;
- this.copyUniforms[ "tDiffuse" ].value = this.sampleRenderTarget.texture;
- var width = readBuffer.width, height = readBuffer.height;
- // render the scene multiple times, each slightly jitter offset from the last and accumulate the results.
- for ( var i = 0; i < jitterOffsets.length; i ++ ) {
- var jitterOffset = jitterOffsets[i];
- if ( this.camera.setViewOffset ) {
- this.camera.setViewOffset( width, height,
- jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16
- width, height );
- }
- var sampleWeight = baseSampleWeight;
- if( this.unbiased ) {
- // the theory is that equal weights for each sample lead to an accumulation of rounding errors.
- // The following equation varies the sampleWeight per sample so that it is uniformly distributed
- // across a range of values whose rounding errors cancel each other out.
- var uniformCenteredDistribution = ( -0.5 + ( i + 0.5 ) / jitterOffsets.length );
- sampleWeight += roundingRange * uniformCenteredDistribution;
- }
- this.copyUniforms[ "opacity" ].value = sampleWeight;
- renderer.setClearColor( this.clearColor, this.clearAlpha );
- renderer.render( this.scene, this.camera, this.sampleRenderTarget, true );
- if (i === 0) {
- renderer.setClearColor( 0x000000, 0.0 );
- }
- renderer.render( this.scene2, this.camera2, this.renderToScreen ? null : writeBuffer, (i === 0) );
- }
- if ( this.camera.clearViewOffset ) this.camera.clearViewOffset();
- renderer.autoClear = autoClear;
- renderer.setClearColor( oldClearColor, oldClearAlpha );
- }
- } );
- // These jitter vectors are specified in integers because it is easier.
- // I am assuming a [-8,8) integer grid, but it needs to be mapped onto [-0.5,0.5)
- // before being used, thus these integers need to be scaled by 1/16.
- //
- // Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
- THREE.SSAARenderPass.JitterVectors = [
- [
- [ 0, 0 ]
- ],
- [
- [ 4, 4 ], [ - 4, - 4 ]
- ],
- [
- [ - 2, - 6 ], [ 6, - 2 ], [ - 6, 2 ], [ 2, 6 ]
- ],
- [
- [ 1, - 3 ], [ - 1, 3 ], [ 5, 1 ], [ - 3, - 5 ],
- [ - 5, 5 ], [ - 7, - 1 ], [ 3, 7 ], [ 7, - 7 ]
- ],
- [
- [ 1, 1 ], [ - 1, - 3 ], [ - 3, 2 ], [ 4, - 1 ],
- [ - 5, - 2 ], [ 2, 5 ], [ 5, 3 ], [ 3, - 5 ],
- [ - 2, 6 ], [ 0, - 7 ], [ - 4, - 6 ], [ - 6, 4 ],
- [ - 8, 0 ], [ 7, - 4 ], [ 6, 7 ], [ - 7, - 8 ]
- ],
- [
- [ - 4, - 7 ], [ - 7, - 5 ], [ - 3, - 5 ], [ - 5, - 4 ],
- [ - 1, - 4 ], [ - 2, - 2 ], [ - 6, - 1 ], [ - 4, 0 ],
- [ - 7, 1 ], [ - 1, 2 ], [ - 6, 3 ], [ - 3, 3 ],
- [ - 7, 6 ], [ - 3, 6 ], [ - 5, 7 ], [ - 1, 7 ],
- [ 5, - 7 ], [ 1, - 6 ], [ 6, - 5 ], [ 4, - 4 ],
- [ 2, - 3 ], [ 7, - 2 ], [ 1, - 1 ], [ 4, - 1 ],
- [ 2, 1 ], [ 6, 2 ], [ 0, 4 ], [ 4, 4 ],
- [ 2, 5 ], [ 7, 5 ], [ 5, 6 ], [ 3, 7 ]
- ]
- ];
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